Hello Steven, I'm a server admin that uses a custom modpack. Barring those memory leak issues, which I'm sure will be addressed whenever, would it be possible to implement an option in the config to disable dungeon worldgen / limbogen? A configuration option to lower the RNG for where limbo exits a player could be cool too.
Seeing as I have limited server resources, I'd like to keep my players in a rough area, and perhaps only have the normal pocket dimensions for hiding buildings, etc. Ideally, I'd have it to where players can't create or interact with dimensions unless approved by an op. (I can almost do this through disabling crafting via the config).
Good progress on this mod. Perhaps you could add a passive mob to Limbo, something simple like a tiny black speck that would wander around aimlessly, hard to notice unless you happen across one. Could be the soul of some poor bloke that's been stuck there too long. That might run contrary to the sublime atmosphere you've got going on.
All right, cool. As for a list of mods, it's pretty lengthy.
This mod, of course.
Floating Ruins
EnderTools (the one by Blfngl)
BiblioCraft
Biomes-O'-Plenty
Cave-Gen
Colored Beds
Corrupted Dimension
Damage Indicators
Desired Blocks
Eight Bit Pack music discs
EnderStuff
Familiars API/Default Pack/Extended Pack
Farlanders
Legendary Beasts
Mob Spawn Controls
Ice Cream Sandwich Creepers
Invasion Mod
Lanterns
Lava Monsters
Special Mobs
Little Maid Mob
mAtmos
Meteors Mod
More Player Models
Mystcraft
Netherrocks
New Dungeons
Optifine and Forge (duh)
Primitive Mobs
RPG Inventory
Simple Ores
Too Much TNT
Twilight Forest
aaaand the Utility Mobs mod.
(Plus one or two I can't remember what they do...)
I've only noticed the New Dungeons and Legendary Beasts mods interfering here. The dungeons and the arenas that the Legendary Beasts would spawn in are created. Of course, in Limbo, no mobs spawn anyways so they are empty and lifeless... making it kind of eerie. Of course, they seem to occur in any world, regardless. They've spawned in the Corrupted Dimension and Twilight Forest dimension as well. Also, one last different-topic question, and possibly a rather dumb one... how do I use the Rift Blade's temporary door effect? Does it only work if a Rift is present? Either way, I can't wait to see more. My sister's just as curious as I am about what the Limbo mob will be.
Ok, looking into this, thanks. And the rift blade only works on rifts that already exists, yes. It just opens them up for a one way trip.
Hello Steven, I'm a server admin that uses a custom modpack. Barring those memory leak issues, which I'm sure will be addressed whenever, would it be possible to implement an option in the config to disable dungeon worldgen / limbogen? A configuration option to lower the RNG for where limbo exits a player could be cool too.
Seeing as I have limited server resources, I'd like to keep my players in a rough area, and perhaps only have the normal pocket dimensions for hiding buildings, etc. Ideally, I'd have it to where players can't create or interact with dimensions unless approved by an op. (I can almost do this through disabling crafting via the config).
Good progress on this mod. Perhaps you could add a passive mob to Limbo, something simple like a tiny black speck that would wander around aimlessly, hard to notice unless you happen across one. Could be the soul of some poor bloke that's been stuck there too long. That might run contrary to the sublime atmosphere you've got going on.
Ohhhh dont worry about the mob. It will be very, very cool. But I like that idea too! Anyway, you can do all those things in the config right now except deal with limbo range, but I can add that. I wanted the config to have plenty of options for server owners.
As for the memory issues, I have yet to see any evidence of an actual leak past forge complaining. I have been testing on a server with several people, and we have several hundred pocket dims that are in regular use, and ram usage stays rock steady at 3 gigs for 5 players. Mind you, we have tons of chunk loaders.
um when adding this mod with a few others then fixing all the id errors it says some id is missing from dimensional doors the id is 5429 and 31999 and the error never popped up when logging in so what happened?
mods:
tales of kingdoms
divine rpg
Dimensional Doors
Rei's Mini map
damage indicator
Core mods:
tree Capitator
code chicken core
and not enough items
I watched cavemanfilms' mod spotlight for this mod. What was the weird thing that happened with the rift when he used the rift signature so I know how to avoid it?
I seem to have found an incompatibility with this mod... When I try using it and beta 5.2 of PixelPowers together, any attempt to travel to use one of the doors added results in me being transported to a black void where I simply hang until I quit the game- no light and no door visible, and my inventory is empty. When I try to quit the game, Minecraft gets stuck at "Shutting down internal server" until I force it closed with Task Manager. I have not tested this with other versions of PixelPowers.
I watched cavemanfilms' mod spotlight for this mod. What was the weird thing that happened with the rift when he used the rift signature so I know how to avoid it?
Exactly what issue was it? Can you link me to the time in the vid it happened?
ok i fixed most problems but now i have another it keeps saying that unstable door is missing when i can see it in blocks section unless it needs to be in items section
No putting it in the items sections does not help. And can someone please help me with this I've been working on this all day!
I went ahead and downloaded the newest version of DimDoors, 1.21 to replace my 1.20. I updated a fresh config and set all generation values to false, paying particular attention to make sure that "Should rifts generate natrually in the world? "=false . I have generated a few fresh worlds to test, and I'm still seeing those brick pillar pairs generate. Though I can't see the rifts, I can walk through them and they will teleport me into a dungeon as usual.
Does that boolean modify those dungeon entrances generating in the overworld? Is it supposed to?Also I'll tend to agree with you on the memory leak issue, I've seen other mods generate false positives. This doesn't "appear" to be causing any noticable increase with memory usage. The catch 22 is I'm a bit leary of running this for extended periods of time on the server to test memory usage until I can figure out the above generation issue.
EDIT: I tried stripping all my mods, down to just Forge, Forge Mod Loader, and the Minecraft Coder Pack (Pretty sure these three bundle) and the random dungeons still crop up on generation of a new world.
This is with everything set to false.
Maybe you could make it so that it only uses a special rail, that way you can make a more expensive rail recipe. You could also make a recipe for each kind of Minecart.
Suggestions:
This could make a Minecart that players can ride that you through Dimensional Doors.This could make a Minecart that holds a furnace and travels throuhg Dimensional Doors.This could make a Minecart that holds a chest and travels throuhg Dimensional Doors.This track would only allow the Dimensional Minecarts to be placed on it. It would work like a normal Rail. This track would only allow the Dimensional Minecarts to be placed on it. It would work like a normal Powered Rail. This track would only allow the Dimensional Minecarts to be placed on it. It would be the rail that is placed before a Dimensional Door to teleport the Minecart.
So it is basiclly Minecrafts rail system, but it only works with the Dimensional Minecarts. Dimensional Minecarts would only work on these rails. This way you could make the recipes as expensive as you want.
I am done tweaking this post now.
Why would we need more carts? I don't see why you can't just use one "Transdimensional Track" and a rift signature to link two points together, kinda like how you can use wooden dimensional doors and a rift signature to create a hallway of doors that leads to different locations.
um when adding this mod with a few others then fixing all the id errors it says some id is missing from dimensional doors the id is 5429 and 31999 and the error never popped up when logging in so what happened?
mods:
tales of kingdoms
divine rpg
Dimensional Doors
Rei's Mini map
damage indicator
Core mods:
tree Capitator
code chicken core
and not enough items
these are the mods if you need to know
CaptainSparklez much?
Seriously though? ID clashes? I might look into this one seeing as I haven't tried that mod combo yet. Umm... Are you sure its Dimensional doors? Because the Dimensional Doors config does not use those IDs. Can you put up an Crash report so people can see exactly what the issue is?
I watched cavemanfilms' mod spotlight for this mod. What was the weird thing that happened with the rift when he used the rift signature so I know how to avoid it?
You mean the Herobrine villager? That was just Caveman having a little joke around. Sure scared the crap outta me though. In reality that never happens.
Why would we need more carts? I don't see why you can't just use one "Transdimensional Track" and a rift signature to link two points together, kinda like how you can use wooden dimensional doors and a rift signature to create a hallway of doors that leads to different locations.
CaptainSparklez much?
Seriously though? ID clashes? I might look into this one seeing as I haven't tried that mod combo yet. Umm... Are you sure its Dimensional doors? Because the Dimensional Doors config does not use those IDs. Can you put up an Crash report so people can see exactly what the issue is?You mean the Herobrine villager? That was just Caveman having a little joke around. Sure scared the crap outta me though. In reality that never happens.
really captain sparkles? anyways it's not really a crash report it's more like an id mismatch it does fine without Divine rpg but with it it just goes bad I've checked millions of time and i don't see where it would go bad so any reason it would have an id mismatch? i can make a screen shot. due to my computers memory screwing it up (don't ask why please) i need less memory so i have a console for minecraft i'm going to paste it because i don't know how to but a picture. Not the complete console tho just where it errors. another thing i saw non of those mods in any of captain sparkles videos so yah my friends actually told me about the combination of these mods i'm only trying to add another.
2013-02-26 08:02:13 [SEVERE] [ForgeModLoader] FML has detected item discrepancie
s
2013-02-26 08:02:13 [SEVERE] [ForgeModLoader] Missing items : {1978=Item 1978, T
ype StevenDimDoors.mod_pocketDim.ChaosDoor, owned by DimensionalDoors, ordinal 0
, name Unstable Door, claimedModId null}
2013-02-26 08:02:13 [SEVERE] [ForgeModLoader] Mismatched items : {5429=(Item 542
9, Type StevenDimDoors.mod_pocketDim.ItemChaosDoor, owned by DimensionalDoors, o
rdinal 0, name null, claimedModId null, Item 5429, Type xolova.blued00r.divinerp
g.items.ItemXolovon, owned by DivineRPG, ordinal 14, name null, claimedModId nul
l)}
EDIT: I tried stripping all my mods, down to just Forge, Forge Mod Loader, and the Minecraft Coder Pack (Pretty sure these three bundle) and the random dungeons still crop up on generation of a new world.
This is with everything set to false.
AAaand thats happening because I am a total idiot. Fixed. Ill upload it in a few.
As for dimensional rails, I decided how it will be done. I want to keep this mod as simple and intuitive as possible, so the player will create dimensional rails like so - powered rail/ender pearl/powered rail for the iron dimensional door analogue, and rail/ender pearl/rail for the wooden door analogue. They will behave exactly like their door based counterparts, except only transport minecarts.
I am also thinking about a dimensional chest, crafted like chest/enderpearl/chest that is the same chest in two locations, but that might be OP, not sure yet.
decided to look into to the actual mods causing it i found chaos door and Xolovon i don't see what it's having a problem tho. interesting i don't know what i did but there's an id mismatch but ever item is now fine unlike last night where everything broke steven i think you should make chaos door not a block that's all i did remove it from the block section at least it think that fixed it.
Dont overestimate limbo- Honestly, it shouldnt take more than 3 min to get out, and you keep your items. Since you already got there by dying, you shouldnt even have them! If you reenter the overworld way far away and cant get back, then kill yourself and loose your items like you would have normally.
Seeing as I have limited server resources, I'd like to keep my players in a rough area, and perhaps only have the normal pocket dimensions for hiding buildings, etc. Ideally, I'd have it to where players can't create or interact with dimensions unless approved by an op. (I can almost do this through disabling crafting via the config).
Good progress on this mod. Perhaps you could add a passive mob to Limbo, something simple like a tiny black speck that would wander around aimlessly, hard to notice unless you happen across one. Could be the soul of some poor bloke that's been stuck there too long. That might run contrary to the sublime atmosphere you've got going on.
Ok, looking into this, thanks. And the rift blade only works on rifts that already exists, yes. It just opens them up for a one way trip.
Ohhhh dont worry about the mob. It will be very, very cool. But I like that idea too! Anyway, you can do all those things in the config right now except deal with limbo range, but I can add that. I wanted the config to have plenty of options for server owners.
As for the memory issues, I have yet to see any evidence of an actual leak past forge complaining. I have been testing on a server with several people, and we have several hundred pocket dims that are in regular use, and ram usage stays rock steady at 3 gigs for 5 players. Mind you, we have tons of chunk loaders.
mods:
tales of kingdoms
divine rpg
Dimensional Doors
Rei's Mini map
damage indicator
Core mods:
tree Capitator
code chicken core
and not enough items
these are the mods if you need to know
Exactly what issue was it? Can you link me to the time in the vid it happened?
No putting it in the items sections does not help. And can someone please help me with this I've been working on this all day!
Does that boolean modify those dungeon entrances generating in the overworld? Is it supposed to?Also I'll tend to agree with you on the memory leak issue, I've seen other mods generate false positives. This doesn't "appear" to be causing any noticable increase with memory usage. The catch 22 is I'm a bit leary of running this for extended periods of time on the server to test memory usage until I can figure out the above generation issue.
This is with everything set to false.
Why would we need more carts? I don't see why you can't just use one "Transdimensional Track" and a rift signature to link two points together, kinda like how you can use wooden dimensional doors and a rift signature to create a hallway of doors that leads to different locations.
CaptainSparklez much?
Seriously though? ID clashes?
I might look into this one seeing as I haven't tried that mod combo yet.Umm... Are you sure its Dimensional doors? Because the Dimensional Doors config does not use those IDs. Can you put up an Crash report so people can see exactly what the issue is?You mean the Herobrine villager? That was just Caveman having a little joke around. Sure scared the crap outta me though. In reality that never happens.
2013-02-26 08:02:13 [SEVERE] [ForgeModLoader] FML has detected item discrepancie
s
2013-02-26 08:02:13 [SEVERE] [ForgeModLoader] Missing items : {1978=Item 1978, T
ype StevenDimDoors.mod_pocketDim.ChaosDoor, owned by DimensionalDoors, ordinal 0
, name Unstable Door, claimedModId null}
2013-02-26 08:02:13 [SEVERE] [ForgeModLoader] Mismatched items : {5429=(Item 542
9, Type StevenDimDoors.mod_pocketDim.ItemChaosDoor, owned by DimensionalDoors, o
rdinal 0, name null, claimedModId null, Item 5429, Type xolova.blued00r.divinerp
g.items.ItemXolovon, owned by DivineRPG, ordinal 14, name null, claimedModId nul
l)}
AAaand thats happening because I am a total idiot. Fixed. Ill upload it in a few.
As for dimensional rails, I decided how it will be done. I want to keep this mod as simple and intuitive as possible, so the player will create dimensional rails like so - powered rail/ender pearl/powered rail for the iron dimensional door analogue, and rail/ender pearl/rail for the wooden door analogue. They will behave exactly like their door based counterparts, except only transport minecarts.
I am also thinking about a dimensional chest, crafted like chest/enderpearl/chest that is the same chest in two locations, but that might be OP, not sure yet.
EDIT- fixed and uploaded
It only happens if you die in a Pocket Dimension, or if you overuse an Unstable door.
Limbo, in reality, is a second chance.